Striking with the flat of the blade
So my players are about to go up against skeletons and they'll want to do crushing damage. Can they strike with the flat of the blade or the back of the axe to do this? I seem to remember something about this in Campaigns but I can't find it.
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There really is zero reason cutting damage will be reduced against skeletons. Remember, it's piercing and impaling that fail horribly against skeletons, not axes!
That said, reality (and history) allows for holding your sword by the blade and bashing some skulls with the guard. |
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Realistically, striking with the flat of your blade should result in a substantial reduction in damage; swords are not meant to be used that way.
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Yeah, I'm gonna reduce the damage by a point or two.
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I'd allow it but reduce the base damage of the sword by a couple of points. Note that battle axes aren't the same as wood axes; they don't really have a flat back to strike with. You'd be hitting with the socket that holds the blade on the haft.
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Does anyone else kind of feel as if this should attract a -1 penalty to skill, at least until bought off with a technique (or maybe just worked off, like a familiarity penalty) ?
I realize this would a departure from RAW, so obviously, I'm wrong. But I think I would probably rule that way if GMing this: after all, this involves a change of grip, an unfamiliar blade profile, the blade would respond very differently when striking/sliding against surfaces (i.e. when blocked or parried), you'd have to leave out any of your techniques that relied on draw cuts etc, some openings in the flow of combat would no longer be viable, other kinds of opening would become available... and so on. Any takers? |
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Basically: option 1: Injury tolerance(damage reduction) (not vs crushing) (2) option 2: vulnerability crushing x2 Both options have the same effect except the skeleton in option 1 has double the effective hitpoints. So doubling the hit points for option 2 skeleton would achieve the same effect. Also note that the standard skeleton template does have Injury Tolerance (unliving) and no vulnerable locations making things like impaling weapons a lot less useful. That leads to: Thus the design for the standard skeleton in clearly meant to be really low effective hitpoints against crushing(1-2 hits to first death roll), low effective hit points against cutting(2-3 hits to first death roll) and such and fairly effective hit points against impaling(4-6 to first death roll) and piercing(depends on type). Examples: A fantasy warrior in low power campaign(ST 13) where the basic skeleton in fairly suitable enemy uses a club or thrusting broadsword against it(both are 3lb weapons using broadsword skill): Broadsword thrusting: 1d+2 imp. -2 DR=3.5 average damage Unliving=3.5 injury or 3 hits to go <0, 6 hits to force first death roll, 8 hits to force second death roll Broadsword swing: 2d cut -2 DR=5 average damage=7.5 injury or 2 hits to go <0, 3 hits to force first death roll, 4 hits to force second death roll Club swing: 2d crush -2 DR=5 average damage=10 injury or 1 hit to go to 0, 2 hits to force first death roll, 3 hits to force second death roll Compare that to hitting a living creature with DR 2 and the same 9HP: Broadsword thrusting: 1d+2 imp. -2 DR=3.5 average damage=7 injury or 2 hits to go <0, 3 hits to force first death roll, 4 hits to force second death roll Broadsword swing: 2d cut -2 DR=5 average damage=7.5 injury or 2 hits to go to 0, 3 hits to force first death roll, 4 hits to force second death roll Club swing: 2d crush -2 DR=5 average damage=5 injury or 2 hits to go <0, 4 hits to force first death roll, 6 hits to force second death roll Note: the reason why I say a ST 13 character finds skeletons suitable is in the number of hits above needed. A ST 16 character would quite likely cause immediate death roll on with one hit of the club and as the skeleton has on average ht 10 it would be destroyed half the time.. making it a true mook. Thus for the ST 16 character you would likely want to double(Or triple) the hitpoints either directly or with Injury tolerance(damage reduction) or by adjusting the armor value. |
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